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  • Browser window size statistics?

    - by Litso
    Hey all, I was wondering, are there any statistics available on what size users have their browser set to nowadays? I know the screen resolutions (we have analytics, which shows those as well) but I doubt a lot of people with 1280*xxx and higher still browse full-screen though. My boss is determined to keep our website 900px wide though, because that way people with 1800*xxx resolutions can have two browser windows next to eachother without having to scroll horizontally. I have never seen anyone browse with two adjacent browser windows like that except here at my current job, so I'm kind of doubting whether this is the best decision or just his personal preference. Anyone that can help out here?

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  • Selling On Demand

    - by andrea.mulder
    In May 2010, eSilicon management began evaluating providers for a new CRM system - vetting a variety of CRM offerings. Using a rating system that scored vendors according to marketing, sales, services, features, usability, implementation time, and cost, the team chose Oracle CRM On Demand for the project. "Overall, Oracle CRM On Demand was the best system that was able to address all our pain points," says Janet Ang, senior applications developer and project manager of the CRM implementation at eSilicon. Read Selling On Demand, a feature article in the February 2011 issue of Profit Magazine, and find out how eSilicon achieved:Easy Implementation and Adoption Sales and Management Benefits High Productivity for Tech

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  • Keeping Aspect Screen Ratio While Stays in Center

    - by David Dimalanta
    I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded: When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded: Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this: Here is my code using the suggested screen aspect ratio code: Class' Field // Ingredients Needed for Screen Aspect Ratio private static final int VIRTUAL_WIDTH = 720; private static final int VIRTUAL_HEIGHT = 1280; private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT); private Camera Mother_Camera; private Rectangle Viewport; render() // Camera updating... Mother_Camera.update(); Mother_Camera.apply(Gdx.gl10); // Reseting viewport... Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height); // Clear previous frame. Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); show() Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height? *see http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/#comment-317

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  • Web Application Integration Steps in OAM 11gR2 (High Level)

    - by Venkata Srikanth
    Install OAM, Webtier (OHS) and WebGate as per the standard installation steps. Create a WebGate instance (i.e deploy WebGate) A WebGate instance must be created that will copy required bits of agent from WEBGATE_HOME to WebGate instance location that shares the same INSTANCE_HOME with OHS ./deployWebGateInstance.sh –w /Oracle/Middleware/Oracle_WT1/instances/instance1/config/ohs1 –oh /Oracle/Middleware/Oracle_OAMWebGate1 Note: Here –w flag indicates OHS instance folder and –oh indicates the WebGate Oracle home Configure WebGate In the webgate configuration the EditHttpdConf utility will copy OUI instantiated apache_webgate.template from WEBGATE_HOME to webgate instance location (renamed to webgate.conf), and update httpd.conf with one additional line to include webgate.conf. export LD_LIBRARY_PATH=$ LD_LIBRARY_PATH:/Oracle/Middleware/Oracle_WT1/lib Navigate to /Oracle/Middleware/Oracle_OAMWebGate1/webgate/ohs/tools/setup/InstallTools ./EditHttpdConf –w /Oracle/Middleware/Oracle_WT1/instances/instace1/config/OHS/ohs1 –oh /Oracle/Middleware/Oracle_OAMWebGate1 –o webgate.conf Register WebGate Use RREG tool to register the OAM 11G WebGate Navigate to /Oracle/Middleware/Oracle_IDM1/oam/server/rreg/input Edit OAM11Grequest.xml. Change the specific xml content to include the weblogic admin URL, agentBaseURL, host identifier etc.. Navigate to /Oracle/Middleware/Oracle_IDM1/oam/server/rreg/bin Set permissions to oamreg.sh à chmod 777 oamreg.sh Edit oamreg.sh and set OAM_REG_HOME=/Oracle/Middleware/Oracle_IDM1/oam/server/rreg ./oamreg.sh inband input/OAM11Grequest.xml Enter the WebLogic admin credentials when prompted. After performing the above steps, there will be two artifcats created under Oracle/Middleware/Oracle_IDM1/oam/server/rreg/output, namely ObAccessClient.xml (Stroing webgate config parameters) and cwallet.sso (storing the agent key). These files must be copied to WebGate instance config folder (/Oracle/Middleware/Oracle_WT1/instances/instance1/config/ohs1/webgate/config) Restart OHS Deploy the web application (myApp) in WebLogic application server Proxy Configuration in OHS The mod_wl_ohs module enables requests to be proxied from Oracle HTTP Server 11g to Oracle WebLogic Server. Navigate to /Oracle/Middleware/Oracle_WT1/instances/instance1/config/OHS/ohs1 Edit mod_wl_ohs.conf file to include the following: <IfModule weblogic_module> WebLogicHost <WEBLOGIC_HOST> WebLogicPort <WEBLOGIC_PORT> # Debug ON # WLLogFile /tmp/weblogic.log MatchExpression *.jsp </IfModule> <Location /myApp> SetHandler weblogic-handler # PathTrim /weblogic # ErrorPage http:/WEBLOGIC_HOME:WEBLOGIC_PORT/ </Location> Note: Here WEBLOGIC_HOST and WEBLOGIC_PORT are the WebLogic admin server host and port respectively Restart OHS. Now if we access the web application URL with OHS host and port (Ex: http://OHS_HOST:<OHS_PORT>/myApp) so that the requests will be proxied to WebLogic server. Create a new application domain Login to OAM Admin Console Navigate to Shared Componentsà Authentication Schemesà Create Authentication Scheme (Ex: LDAP Auth Scheme. Here the scheme is assoicated with LDAP Authentication Module) Navigate to Policy Configuration à Application Domain à Create Application Domain Enter the Application Domain Name and Click Apply. Navigate to Resources tab and add the resource urls (Web Application URLs that needs to be protected) Navigate to Authentication Policy tab à Create a new authentication ploicy by providing the Resource URLs (The sample Web Application URLs) and Authentication Scheme. Navigate to Authorization Policy tab à Create a new authorization policy à Enter authorization policy name and navigate to Resource Tab à Attach the Reource URL, Host Identifiers here. Navigate to Conditions tab à Add the conditions like whom to allow and whom to deny access. Navigate to Rules tab à Crate the Allow Rule and Deny Rule with the available conditions from the previous step so that the Authorization Policy may authorize the logins. Navigate to Resources tab and attach the Authentication and Authorization plocies created in the above steps. Test the Web Application Integration.

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  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

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  • MSDN Magazine: Patterns for High Availability, Scalability, and Computing Power with Windows Azure

    In this article, Joshy Joseph, a principal architect with Microsoft Services Managed Solutions Group, examines the typical cloud platform architecture and some common architectural patterns, along with their implementation on the Windows Azure offering from Microsoft....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Meaning of offset in pygame Mask.overlap methods

    - by Alan
    I have a situation in which two rectangles collide, and I have to detect how much did they collide so so I can redraw the objects in a way that they are only touching each others edges. It's a situation in which a moving ball should hit a completely unmovable wall and instantly stop moving. Since the ball sometimes moves multiple pixels per screen refresh, it it possible that it enters the wall with more that half its surface when the collision is detected, in which case i want to shift it position back to the point where it only touches the edges of the wall. Here is the conceptual image it: I decided to implement this with masks, and thought that i could supply the masks of both objects (wall and ball) and get the surface (as a square) of their intersection. However, there is also the offset parameter which i don't understand. Here are the docs for the method: Mask.overlap Returns the point of intersection if the masks overlap with the given offset - or None if it does not overlap. Mask.overlap(othermask, offset) -> x,y The overlap tests uses the following offsets (which may be negative): +----+----------.. |A | yoffset | +-+----------.. +--|B |xoffset | | : :

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  • High Performance Storage Systems for SQL Server

    Rod Colledge turns his pessimistic mindset to storage systems, and describes the best way to configure the storage systems of SQL Servers for both performance and reliability. Even Rod gets a glint in his eye when he then goes on to describe the dazzling speed of solid-state storage, though he is quick to identify the risks....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • The Single Most Important Factor For High Search Engine Rankings

    I bet most people will not believe me if I said that there is just one single most important factor when it comes to SEO because the forums are filled with advice, there are $1,000 courses teaching SEO and companies charge $5,000 or more per month for SEO services. But after 10 years as an Internet marketer, I can confidently say that the most important factor is: LINKS!

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  • building a game for different resoulution phones

    - by Jason
    Hi, I am starting some tests for building a game on the android program. So far everything is working and seems nice. However I do not understand how to make sure my game looks correct on all phones as the all will have slightly different screen ratios (and even very different on some odd phones) What I am doing right now is making a view frustrum ( could also be ortho ) which I set to go from -ratio to +ratio ( as I have seen on many examples) however this causes my test shape to be stretched and sometimes cut off by the edge of the screen. I am tilting my phone to landscape to do my tests ( a bit extreame) but it should still render correctly if I have dome things right. Should I be scaling by some ratio before drawing or something? An example would be greatly apriciated PS I am doing a 2d game

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  • SAT and then what?

    - by Marek
    I am on my way to make another Arkanoid game but this time I decided that I want it a little bit more realistic than just checking intersections between AABB and inverting one vector's component on collision. So I found SAT but I don't know how can I change direction of the ball in realistic matter. Maybe I'm wrong but it seems like knowing MTV doesn't give me much. So my question is what algorithms should I use to make it realistic? I also care about possibility of spinning ball with a pallet. I don't know how to do it exactly but I guess I will need to consider acceleration of the pallet.

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  • Broadcom BCM4313 wireless slow and high-latency

    - by Florin Andrei
    Ubuntu 12.10 64 bit on a Dell Latitude E6330 laptop. Wireless is pretty slow. It gets connected quick enough, but then it acts like a dialup connection. My ssh sessions over WiFi are slow and laggy. Even browsing is slow, the pages are loading like it's 1998. This does not depend on the access point, it's the same both at home and at work. Other systems work fine on these access points. I had an older Dell laptop before, different WiFi hardware, and it was much faster over the same wireless access points. Is this a known issue with this hardware? If so, any solutions?

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  • High Usage of RAM by wxPython's GUI and need some advice to reduce it

    - by user67024
    I've recently developed a GUI in wxPython for windows platform. It contains a five tabs, 4 of them are just richTextCtrl boxes and the other one has controls for uploading files, buttons, textctrls, a slider etc.. As I was new to GUI development in Python, I used wxFormBuilder to generate some of the code using a good amount of sizers. So, now the problem is that the GUI starts off with a initial memory of around 40MB which is too much for such a simple application (Or so I think) . Also, when the functions handling the functions use huge lists as the program is for debugging large data logs and identifying the problems in'em implying that I can't afford memory for GUI. So, how can I reduce that start working memory size? Is it a general issue in wxPython? And currently trying use profilers but not sure if it's going to help.

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  • Doubling the DPI with a shader?

    - by Mathias Lykkegaard Lorenzen
    I'm developing a game where the map is generated with Perlin Noise, but on the CPU. I am generating some perlin noise onto a texture with a small size, and then I stretch it out to the whole screen to simulate a map. The reason for the CPU generating the noise is that I want it to look the same on all devices. Now, here's the end-result. Please ignore the bullets and the explosion on the picture. What matters is the background (the black/gray pixels) and the ground (the brown-ish pixels). They are rendered to the same texture through perlin noise. However, this doesn't look very pretty. So I was wondering if it would be possible to double the amount of pixels using a shader, and rounding edges at the same time? In other words, improve the DPI. I'm using SharpDX with DirectX 11, through its toolkit feature. But any help that'll lead me in the right direction (for instance through HLSL) would be a great help. Thanks in advance.

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  • Simulating a low-bandwidth, high-latency network connection on Linux

    - by Justin L.
    I'd like to simulate a high-latency, low-bandwidth network connection on my Linux machine. Limiting bandwidth has been discussed before, e.g. here, but I can't find any posts which address limiting both bandwidth and latency. I can get either high latency or low bandwidth using tc. But I haven't been able to combine these into a single connection. In particular, the example rate control script here doesn't work for me: # tc qdisc add dev lo root handle 1:0 netem delay 100ms # tc qdisc add dev lo parent 1:1 handle 10: tbf rate 256kbit buffer 1600 limit 3000 RTNETLINK answers: Operation not supported How can I create a low-bandwidth, high-latency connection, using tc or any other readily-available tool?

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  • High end mobile workstations with pointer stick

    - by Elijah Lynn
    I am looking for a list of higher end mobile workstations that run Ubuntu/Kubuntu well and also have a hardware pointer stick. Here's an illustration of one (from sciencesurvivalblog): I wouldn't mind getting a Macbook Pro and wiping it but they refuse to use pointer sticks and to me, they are extremely efficient. I see a lot of potential for Lenovo thinkpads as well. System 76 said they have no plans to implement a hardware pointer stick so that leaves them out as well. Any ideas?

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  • Typical collision detection

    - by marcg11
    I would like to know how is the typical collision detection of most games. For example, you control a character which can move in 2 dimensional directions (except up and down). Now lets asume he walks into a wall, most of the games depending on character angle and the BB normal face will only stop the player in one axis, but will continue moving in the other along the wall axis. How is that done? I've only managed to stop the character from going through the wall by seting the position to the last one in the past frame if the new position colllisions the bounding box. But this just makes the player stop sharply and unrealisticly.

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  • New host, high load?

    - by dotancohen
    A few minutes ago I signed up at a new webhost. I have yet to move my sites over. Upon initial SSH connection, I checked the load and memory usage, they do seem rather higher than I would like: # uptime 12:06:51 up 71 days, 23:23, 1 user, load average: 9.02, 9.49, 9.45 # free total used free shared buffers cached Mem: 33014800 31927192 1087608 0 2384812 17729816 -/+ buffers/cache: 11812564 21202236 Swap: 16787916 8584 16779332 Is that a bit to packed? I'm only paying about $5 USD per month, so I don't expect <0.1 loads, but ~10 is worrisome. Is it not? Also, there is no /etc/issue file so I tried other methods to guess the OS: # uname -a Linux box358.bluehost.com 2.6.32-20120131.55.1.bh6.x86_64 #1 SMP Tue Jan 31 15:43:27 EST 2012 x86_64 x86_64 x86_64 GNU/Linux # which yum /usr/bin/yum # which apt-get # That looks like CentOS / RHEL 6.2 possibly?

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